using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Irvin_Engine;
using Irvin_Engine.State;
using Irvin_sProject.States;

namespace Irvin_sProject
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game : Microsoft.Xna.Framework.Game
    {
        //GraphicsDeviceManager graphics;
        Kernel engine = null;

        public Game()
        {
            //graphics = new GraphicsDeviceManager(this);
            Kernel.GetInstance(this, 1280, 720);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            Kernel.GetInstance().Initialize();
            Kernel.GetInstance().SoundManager.RegisterOneMusic("Rupture_Farms", 1.0f);
            
            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            //spriteBatch = new SpriteBatch(GraphicsDevice);

            Kernel.GetInstance().SoundManager.PlayAMusic("Rupture_Farms");
            StateManager.GetSingleton().InitializeState(new MenuState("MenuBkg", TypeState.GAMESTATE), TypeState.GAMESTATE);

            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            Kernel.GetInstance().Update(gameTime);

            // TODO: Add your update logic here

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {

            Kernel.GetInstance().SpriteBatch.Begin(SpriteSortMode.Immediate, BlendState.NonPremultiplied, SamplerState.LinearClamp, DepthStencilState.None, RasterizerState.CullNone, null, Matrix.Identity);
            engine.GraphicsDevice.Clear(Color.Black);
            // add sprites to render

            StateManager.GetSingleton().Draw(gameTime);

            Kernel.GetInstance().SpriteBatch.End();
            // TODO: Add your drawing code here

            base.Draw(gameTime);
        }
    }
}
